| 000 | 02627nam a22003855i 4500 | ||
|---|---|---|---|
| 001 | 978-94-6091-329-7 | ||
| 003 | DE-He213 | ||
| 005 | 20140220083836.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 110722s2011 ne | s |||| 0|eng d | ||
| 020 |
_a9789460913297 _9978-94-6091-329-7 |
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| 024 | 7 |
_a10.1007/978-94-6091-329-7 _2doi |
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| 050 | 4 | _aLC8-6691 | |
| 072 | 7 |
_aYQT _2bicssc |
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| 072 | 7 |
_aEDU039000 _2bisacsh |
|
| 082 | 0 | 4 |
_a371.33 _223 |
| 100 | 1 |
_aAnnetta, Leonard. _eeditor. |
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| 245 | 1 | 0 |
_aSerious Educational Game Assessment _h[electronic resource] : _bPractical Methods and Models for Educational Games, Simulations and Virtual Worlds / _cedited by Leonard Annetta, Stephen C. Bronack. |
| 264 | 1 |
_aRotterdam : _bSensePublishers, _c2011. |
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| 300 |
_aXII, 286p. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 520 | _aIn an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments. | ||
| 650 | 0 | _aEducation. | |
| 650 | 1 | 4 | _aEducation. |
| 650 | 2 | 4 | _aEducational Technology. |
| 700 | 1 |
_aBronack, Stephen C. _eeditor. |
|
| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer eBooks | |
| 856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-94-6091-329-7 |
| 912 | _aZDB-2-SHU | ||
| 999 |
_c109609 _d109609 |
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